Game Developers And False Advertising
Pezman writes "Sam 'Freejack' Brown, formerly of Legend Entertainment, has released the 3rd installment of his article series discussing 'Game Developer Myths'." This opinion piece deals with "...this consistent belief that developers intentionally lie about a title's features in order to generate sales and interest", and points out that "developers don't generally like... early marketing, and the reasons should be fairly obvious - gamers tend to hold developers to every feature they promise."
If you replace 'developers' with 'marketing and publishers' in all these articles they become fairly true.
Otherwise: what
Gamers seem to go out of their way to get a new game the absolute second it's available for sale. Then they bitch and moan about how it wasn't what they expected and didn't have all the features that they read about in an article almost a year ago. Guess who's fault it is that marketing generates sales? Yep, it's the fault of the gamer that doesn't bother to investigate what he's buying. If people would quit rushing to be the first to cram their money into the publisher's pocket, maybe they wouldn't get ripped off so often and maybe publishers would learn that it's more important to create a good game than to generate hype.
It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
...why would a developer talk about features that aren't in the final game and is this actually false advertising?
I will respond to the latter question first by saying no, this is not false advertising, it's marketing.
Right. You know... untrue marketing. And that's completely different from false advertising. It's different most of all in that one is illegal fraud, and the other is industry standard practice.
There are no trails. There are no trees out here.
[Quote]:gamers tend to hold developers to every feature they promise[/Quote]
I disagree, I think that gamers only hold the developers to the truely unique and interesting features. Alot of times, the things that make a game seem different are the first to go when a lack of funds forces developers to cut down on features. This is because the unique features usually add alot of time and cost to the equation. Developers such as Blizzard usually don't forget this rule, which is why they are so successful. Its not rocket science, gamers want games that give them something new.
In linux libertas
There is no end to the stupidity of the average person in the Marketing Department of your average game company.
First off, most of them have not played the game for long than 30 minutes. Most of them don't even like games, and on top of that, they come out of college with degrees in Social Sciences, and pretty much nothing at all that is applicable.
The HR department will hire someone new based on whether they think the person's nice, and will get along with them, because they figure that's all they're going to be doing...eating lunch with corporate buyers and talking them up.
Then they get back to their cube slap a bunch of buzzwords on some art, and voila. You've got stores will buy tons of product, and tons of customers who will hate it. 70% of everything wrong in the industry is the fault of marketing. The other 30% is a combination of hype, obstinance, and refusal to actually get some new ideas into the game world. (Also partially Marketing's fault...but I hold the designers more to task for this.)
If people would start taking the right people task for this garbage, there would be a lot more heads rolling. But most of the time, you find a game that crashes, and everyone's yelling at the QA department.
Most of the time, the QA dept. knows full well about this bug. But someone forced the game through. And it isn't the dev. team.
Netjak.com independent reviews of domestic & import video ga
From the article:
...the released title may be different, even dramatically different than what was previewed a couple years ago or even a month prior to release.
All these cool features, all these neat effects, all these promises... it's great stuff, but you need to keep in mind that it is designed to be "great stuff". The information given is intentionally positive and always glowing.
The writer may be correct in that the above practice does not strictly fit the definition of false advertising. I would argue that the practice of deliberately misleading your customers is, in spirit, very similar. Knowingly releasing inaccurate, overly optimistic marketing material seems to be more and more common.
I'm starting to view game developers with the same mistrust as I do all salesmen.
John
I may disagree with what you have to say, but I shall defend, to the death, your right to say it. jya.com/ap.htm
At a previous job, I can recall many times where sales and marketing (S&M being an incredibly accurate acronym here) promised features that were not even on our development roadmap, simply because a big customer wanted them. The feature gets promised, a deadline for shipment is decided on and then the developers are expected to hold to that schedule.
The result is invariably that other more important features get dropped from the release and the release has inadequate testing. And very often, the customer we were doing all this for ends up deciding that that feature wasn't very important after all. So everybody from top to bottom gets screwed.
At that company, we managed (after several years of this nonsense) to get our VP of engineering to get the president involved, who tightened the thumbscrews on S&M to prevent this. We managed to do it because it was a small company with only 3 layers of management between the president and the lowest-level developers. When this problem happens in bigger companies, however, engineering is simply SOL.